Length: 13 pages For Interactive Marketing Professionals
This is a Client Choice document
Brian Haven May 1, 2007
A Second Life For Marketers?
Virtual Worlds Aren't New Channels, They're New Markets
by Brian Haven
with Josh Bernoff, Sarah Glass, Katheryn A. Feffer

This is a document excerptEXECUTIVE SUMMARY

Virtual worlds have recently emerged as a new opportunity for users to interact and marketers to communicate. Second Life, one of the most widely known worlds, experienced an influx of marketers in 2006 looking for new ways to engage with potential customers. The key benefit so far: public relations. For the future, marketers should consider virtual worlds not as new channels, but instead as entirely new markets. But for now, virtual worlds aren't quite ready to meet the demands and expectations of marketers.

TABLE OF CONTENTS

NOTES & RESOURCES

itemVirtual Worlds Emerge, Led By Second Life

itemThe Brands That Live In Second Life

itemWhat To Expect From Virtual Marketing

recommendations

itemEnter Virtual Worlds As If They Are New Markets

itemSupplemental Material

Forrester interviewed 10 vendor and user companies, including: adidas, American Cancer Society, Dell, The Electric Sheep Company, Linden Lab, Millions of Us, Reuters, Starwood Hotels & Resorts Worldwide, Toyota Motor Company, and Wells Fargo.

Related Research Documents

itemInteractive Marketing Channels To Watch In 2007

March 27, 2007, Trends

itemThe Real Business Of Virtual Worlds

March 23, 2007, Market Overview

itemSocial Computing

February 13, 2006, Forrester Big Idea

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Analyst: Brian Haven
Technology: Customer Experience, Emerging Marketing Channels, Interactive Marketing, Marketing & Advertising, Web Site Design
Industry: Business-To-Consumer eCommerce, Consumer Portals & Search, Consumer Technology Adoption, eBusiness/eCommerce, Gaming, Media & Entertainment
Geography: Asia Pacific, Europe, North America

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Interactive Marketing Channels To Watch In 2007
Original air date: Thursday, March 29, 2007
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